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Travelling Currents

Archive: 18 posts


Has anyone figured out how to create travelling electrical currents? It was used pretty heavily in the lab levels on the second world in the story. Nothing really jumped out at me during the tutorials explaining how this might be done.2011-01-24 21:28:00

Author:
Yoda86
Posts: 9


It looks to me like they used the Hologram material. If you lethalize it, it will kill Sackboy when he touches it. I think they have rows of emitters that emit electrified blocks of Hologram in sequence. Tweaking the emit and destroy types to "appear" and "disappear" would make it look like it was traveling along.

If you watch closely on "Currant Affairs," you can almost see the individual squares as they progress along.
2011-01-24 23:02:00

Author:
Bercilak
Posts: 117


Wow, I just got home and took a look at what you were talking about. That's exactly what's happening, not only can you see the blocks but if you sit there long enough you'll actually hear the blocks dissolve. Leave it to MM to wire up something this crazy (no pun intended) and pull it off so well.2011-01-25 04:45:00

Author:
Yoda86
Posts: 9


Well now that we've got the actual how to figured out, i'm wracking my brain over figuring out how to actually implement it. Getting it to work with emitters isn't the hard part, but figuring out how to give it a starting point and emit, say, 3 more blocks afterward is what's getting to me.

So, for instance i have a pinball decoration acting as the "conduit" in contact with the metal strip this is all taking place on. I could set 3 - 4 emitters and space their appearance spot next to each other to create the line of current i'm aiming for, however it looks kind of silly for a big block electricity to appear out of nowhere then start moving together. So what I'd like to do is designate the point of contact for the pinball and metal as the starting point. After that "block" of electricity is loose, emit another block immediately following (and if possible, before the first block is out of the way so the two mesh together and get rid of the noticeable line in the whole current).

A good example would be the second world's boss fight, first part where his foot slams into the ground and creates the current with emitter(s) that expand and continue along the path.
2011-01-25 08:01:00

Author:
Yoda86
Posts: 9


What about setting up a tag on the hologram and then tag sensors on all corners the current needs to turn at, then wire those up to direction changers and voila?2011-01-25 09:13:00

Author:
RAWTalent
Posts: 224


One emitter. Microchip to the rescue:
- Put a tag on emitted electricity blocks.
- Put a corresponding tag sensor on the chip, with its sensitivity area angles towards where blocks are coming from.
- The sensor activates an X seconds timer on the chip. Set it to 1-shot on input reception.
- Connect the output of the timer to the reset of itself. Let's hope that the timer won't cycle.
- Set the emitter to emit electricity blocks in a certain direction with the desired velocity.
- Set the emitter interval to the right number to make the blocks connect as if they were a line; this depends on block size and velocity as well.
- Now, if you multiply that interval time with the number of blocks you want to be emitted, then you now know X. Set the timer to X seconds.

You should be able to clone this setup and create an electricity circuit with it that bends and circles. Notice this is all in theory. I am still new myself to all of this and haven't actually tried it out.

Please reply if you know of a simpler solution. I gotta learn, too.
2011-01-25 11:18:00

Author:
Antikris
Posts: 1340


If your electricity is going along a set path (like the story levels), there's no real need for emitters or destroyers. Just have all the holographic blocks (with a lethaliser tool on each) hooked up to batteries on a sequencer.2011-01-25 13:25:00

Author:
Unknown User


If your electricity is going along a set path (like the story levels), there's no real need for emitters or destroyers. Just have all the holographic blocks (with a lethaliser tool on each) hooked up to batteries on a sequencer.

I really liked this idea, but the result wasn't exactly fitting. For one thing, only 1 sequencer can handle 1 sequence at a time which becomes a problem if you have large areas where you want the effect to take place. On top of that, i only messed with it for a bit, but I couldn't get the hologram blocks to completely disappear while they were off in the sequence, which let the player actually see the blocks prior to when they're activated and lethalized. Maybe I was just missing using a material tweaker or something to make them completely invisible while off.

So again, it achieves the result to some extent but not exactly how I hoped it would. Thanks for the great idea though, and reminder about sequencers (so many new things to get used to in LBP2).



What about setting up a tag on the hologram and then tag sensors on all corners the current needs to turn at, then wire those up to direction changers and voila?

For the turning I had already planned to do this, tie the tag sensor to the emitter kind of thing. Trying to think of a way to tie the idea in with Antikris' idea. Suppose I'll just have to give it a go and see what I can come up with in create mode (as that idea would mesh the blocks together, creating only one sensor which would break the effect if the receiving emitter is set to only emit once on detection).
2011-01-25 14:45:00

Author:
Yoda86
Posts: 9


Hologram material set to 0% remains visible in create mode for convenience. Switch to play mode or set the preview option in the start menu to see how it really looks.

I should put this in my sig or something...
2011-01-25 14:49:00

Author:
Rogar
Posts: 2284


Hologram material set to 0% remains visible in create mode for convenience. Switch to play mode or set the preview option in the start menu to see how it really looks.

I should put this in my sig or something...

But if it's invisible it will not be visible and he wants to see a current unless I understand incorrectly.

Here's the deal. I am not exactly sure how your level looks, but think of it like this. Kind of like what Antikris said above, you emit (let's say 4) small electrified hologram blocks. They have a mover on them that makes them slide right. You set their emitter's timer to disappear where you want them to disappear. If you want them to turn, you have an emitter at the turn that has an offset of the amount of time it takes the first block to reach to. This will give the illusion of the current turning.

But if it's just a set path that is straight, it's just the one emitter outputting the current. No keep it from looking like 1 large block being emitted, emit 4 small blocks (or more, but I am using 4 as an example). Set the emitter to not destroy old blocks. Now, when the first block reaches that turning point (or end point) the emitter will start again and you will have a recurring current at the emitter without large block appearing and it will look pretty nice.

A tricker part is if you want more than one of these group of 4 electric block going. Now you need a chip to fire the emitter. Set the chip up to fire 4 times (or for a set amount of time to fire 4 blocks), then pause for how long you want it to pause, then it'll fire 4 more and keep doing this forever.

Hope I helped and good luck!
2011-01-25 16:47:00

Author:
RSQViper
Posts: 302


You missed his point. You can have two states on holo.

Battery on = 100% brightness.
Battery off = 0% brightness. (invisible)

Just have to change the option on the material.
2011-01-25 16:52:00

Author:
Biv
Posts: 734


I really liked this idea, but the result wasn't exactly fitting. For one thing, only 1 sequencer can handle 1 sequence at a time which becomes a problem if you have large areas where you want the effect to take place. On top of that, i only messed with it for a bit, but I couldn't get the hologram blocks to completely disappear while they were off in the sequence, which let the player actually see the blocks prior to when they're activated and lethalized. Maybe I was just missing using a material tweaker or something to make them completely invisible while off.

Just do as Rogar is saying (set it to 0%). Then make eack block be activated (both the ON visibility and the Lethaliser tool) by a Tag Sensor with huge radius placed in Microchips on each block of holographic material. Now make your Sequencer contain lets say 8 different Tag Keys with a unique Label each (1, 2, 3 ... 8 for instance), and make the Sequencer loop. Give the Tag Sensors in the Microchips unique Labels as well.

I have made this crude drawing to illustrate what I mean:
http://www.lbpcentral.com/forums/attachment.php?attachmentid=29691&d=1295975082
29691

(I don't know why the image is this small by the way... I hope you can still see what I'm getting at?)
2011-01-25 17:13:00

Author:
Slaeden-Bob
Posts: 605


Instead of fooling around with logic, why not just make a row of emitters in the pattern you want them to follow and tweak the timing and sync so they fire in sequence?2011-01-25 17:48:00

Author:
Bercilak
Posts: 117


Just do as Rogar is saying (set it to 0%). Then make eack block be activated (both the ON visibility and the Lethaliser tool) by a Tag Sensor with huge radius placed in Microchips on each block of holographic material. Now make your Sequencer contain lets say 8 different Tag Keys with a unique Label each (1, 2, 3 ... 8 for instance), and make the Sequencer loop. Give the Tag Sensors in the Microchips unique Labels as well.

I have made this crude drawing to illustrate what I mean:
http://www.lbpcentral.com/forums/attachment.php?attachmentid=29691&d=1295975082
29691

(I don't know why the image is this small by the way... I hope you can still see what I'm getting at?)

I see exactly what you're getting at. I've become a bit more learned now with LBP2's tools and learned a bit more about sequencing myself. Also the 0% illuminated hologram idea makes better sense now that I understand preview mode as well (and that the block truly is invisible). This ought to work perfectly! Thanks everyone for your help!


Instead of fooling around with logic, why not just make a row of emitters in the pattern you want them to follow and tweak the timing and sync so they fire in sequence?

Emitters aren't always easy to set. If the emitter itself isn't set exactly to grid but you're firing on the grid, or firing a block that doesn't fit on the grid properly, it ends up messing up long "chains" of electricity (ie: the hologram starts falling off the path i want it to go on, making it look like the electricity is coming off the path). Emitters could be more efficient in some ways but the previous idea is probably easier to set up.
2011-01-27 07:19:00

Author:
Yoda86
Posts: 9


anyone actually get this to work?2011-03-21 18:47:00

Author:
Unknown User


here you are...the best tutorial for what you need.

http://www.youtube.com/watch?v=ao0QoiXuW-k
2011-03-21 19:10:00

Author:
Unknown User


Yeap I followed that tutorial above and it works. Just need to make sure your tag names and colours are correct when testing it and that that each microchip is directly in the middle of the corner or it will will shift off the path you want it to travel in.2011-03-22 15:47:00

Author:
LittleBigDes
Posts: 920


Beat me to it BabyFace 2011-03-23 01:56:00

Author:
Green-Tomato
Posts: 140


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